Analyze Truth
Max F: 6 Type: P Target: 6 Duration: S Drain: +2(M)
The subject can tell whether or not a target's statements are the truth. Half-truths, or falsehoods the target believes to be true, are not detected by this spell. The spell needs at least 1 success to determine validity, and does not work on written materials or any sort of electronic communication.
Antidote (Serious)
Max F: 3 Type:P
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Antidote (Deadly)
Max F: 4 Type:P
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Armor
Max F: 6 Type: P Target: 6 Duration: S Drain: +2(M)
This spell creates a glowing field of magical energy around the target that protects against physical damage. One success is enough to create a field with a Barrier Rating equal to the spell's Force. Every two successes increase this Rating by 1. Any reductions in Barrier Rating are restored at the beginning of the next Combat Turn. If the barrier is penetrates, the spell ends.
Control Emotion
Max F: 6 Type: M Target: W Duration: S Drain: +1(M)
The target feels an overwhelming emotion chosen by the spellcaster, such as love, hate, sorrow, etc. The target believes the emotion wholeheartedly, but not mindlessly. Generally speaking, a target doing something in keeping with the meotion suffers no penalty. If doing something not relevant to the emotion, a distraction applies (+2 to all target numbers). If the target tries to go against the emotion, he must make a Willpower Test against the spell's Force in order to act. A +2 distraction penalty applies even if the test succeeds.
Fireball
Max F: 5 Type: P Target: 4 Duration: I Drain: +1(Dam +2)
The flames flash into existence instantaneously, and burn out after striking, but can ignite flammable materials. For highly flammable materials, subtract 1 from their Resistance to detreine secondary effects. If clothing ignites, the wearer takes 6M damage at the end of every turn until the flames are extinguished. Treat exploding ammunition, grenades and such as a weapon hit, with armor doing nothing to reduce the damage. Combat Pool dice can help resist the damage as the singed target tries to hurl the exploding material away.
Heal
Max F: 6 Type: M Target: 10-Essence Duration: P Drain: As Wound
Each success from the Sorcery Test can heal one box of physical damage (up to a maximum of the spell's Force), or be used to reduce the base time for the spell to become permanent. Divide base time by successes. The Drain Level is equal to he subject's Wound Level.
Improved Invisibility
Max F: 1 Type: P Target: 4 Duration: S Drain: +1(M)
This spell makes the target invisible to vision, though the subject is detectable by other senses. Attacks against invisible targets suffer the Blind Fire modifier. Improved invisibilty affects technological sensors as well.
Oxygenate
Max F: 1 Type: P Target: 4 Duration: S Drain: +2(L)
This spell oxygenates the blood of a volntary subject, providing extra dice (1 die for every 2 successes) to resist strangulation, suffocation, gas, or other effects oxygen deprivation. The spell also allows the subject to breathe underwater.
Stabilize
Max F: 3 Type: M Target: 4+minutes Duration: P Drain: +1(M)
When applied to a character with Deadly physical damage, this spell stabilizes all vital functions and prevents the character from dying. No Body Test is need to see if the character dies. The caster must add the number of minutes elapsed since the character took Deadly damage to the target number.
Stunball
Max F: 5 Type: M Target: W Duration: I Drain: -1(Dam +1)
This spell channels magic energy into its targets, causing stun damage.